General Jumpchain Thread the 13th RP (2024)

Corrupted Weave (+600 CP)
Did you take a cue for a certain wizard hailing from Waterdeep and shoved a netherese orb into your chest? Oh, don't worry, you don't actually get the Orb of Karsus shoved into your chest, but you get a piece of Karsite Weave corrupting your essence instead. The corrupted weave inside you requires you to consume a magical item every couple of weeks to sate its uncontrollable cancer-like growth. If this weave manages to grow enough, it will flatten an area equivalent to a big city with a grand explosion, bypassing all of your protections and disintegrating you.

Consuming magical items too will one day reach its limit in negating the growth of Karsite Weave in you and it will explode regardless. You must find a way to either extract or permanently seal this magic or you face chain failure (unless you have a one up). Powerful magic that can deal this kind of weave may exist within this world, but it won't be as easy as casting a fireball. It will require tremendous research and magical skill... or divine intervention.

Fiery Heart (+600 CP)
Someone must have betrayed you or you were truly without an option. Otherwise, nothing can explain the act of replacing your own heart with the motor core of an infernal engine. With this in your chest you feel searing pain constantly jumper but not enough to debilitate you in combat entirely, you've grown accustomed to it after all. You are too hot stand near let alone touch. One good part is that you can use this offensively. If you manage to score some souls coins even, your heat and battle fervor can even grow stronger.

But all of these features come with one tiny detail. The more you stay away from hells, more the engine is likely to blow. You see the engine was designed to endure the heat of the Avernus, and the material plane doesn't have required temperature levels to maintain this motor. Couple weeks of unobstructed exposure to material plane's atmosphere will cause this engine to blow and kill you in a flash of fire, bypassing all of your protections. You can extend this period by maintaining and reinforcing your core with infernal metal. If you have the Infernal Engineer perk, this doesn't guarantee you'll fix it, because the engine itself is hard to be operated on by you as it is placed in your heart. But the perk itself will give you a foolproof method to prevent your engine from blowing up. It's up to you to find someone capable of following your immensely detailed instructions perfectly to operate on you or you'll have to find some other way to fix yourself.

Your heart will explode regardless, even if you survive until the end of this jump. You blowing up results in chain failure as your soul will be tainted by infernal energies, causing you to descent in to Nine Hells for eternal service (unless you have a one up). Only way to prevent this is to fix it or get rid of it.

Lootaholic (+400 CP)
You are a looter, a hoarder and an obsessive collector of all sorts of treasures. You become addicted to looting treasures. It gives you ecstasy and joy of unimaginable degree. Be it gold, gems, magic items or useless trash, you want it all and have an all-consuming desire to keep most of them on you. Your greed often makes you take risks and prefer riches over safety. You also get a not-so-minor kleptomania too. Your addiction often gets you in trouble for stealing and makes you argue with your companions about all the junk filling your storage units. Be prepared for a rough period with forks and paperweights filling your pockets.

Dangerous Wildlife (+200 CP)
Did you desecrate a shrine of Silvanus or something jumper? Very residents of the nature herself hate you.

For +200 CP, any animals you encounter have a bad disposition towards you. Cats hiss, and dogs bark at your passing. This can be remedied with a serious effort, however, don't expect to pet all of those good boys and girls. Oh, and any wild any animal you found yourself in conflict with will specifically target you during those encounters. This doesn't attract all of the local wildlife to you per say, but the ones you encounter won't be friendly.

Succubi's Blessing (+200 CP)
You had a night you forgotten, and it involved a tryst with a shapeshifting devil of pleasure. Now that devil has gained access to your form and can shapeshift into it. And they are one of the greatest whor*s in the Realms.

For +200 CP, you'll only get your reputation tainted as the devil will occasionally disguise itself as you to have intercourses with others in the material plane. Expect angry heartbroken folk to chase you on occasion.

No Meta-Gaming (+200 CP)
BG3 is a great and immersive setting that is enjoyed most, when you are experiencing it the first time. This drawback is here to help you catch some of that feeling.

For +200 CP, this drawback doesn't out any meta or out of context knowledge you have about the setting, it simply obscures the important plot points and hidden lore of the setting. You'll have no idea about the origin behind your tadpoles, your destination of moonrise towers or your companions' backstories for example. You'll have some gut instincts and feelings deep in your mind, so that you don't get completely cut off from the main plot and miss important events. You'll gradually start to remember things, when you encounter them during your adventure.

Elminster's Obsession (+100 CP)
No, you don't get the interest of the legendary wizard of the Realms. You get his obsession regarding a certain dairy food, which being cheese. You love cheese of all kinds; you are simply addicted to it. You try to sample different kinds, grate them into your food and even consume them with really unmatching palates. You become really grumpy and irritable, when you don't consume any cheese for a day straight.

Thirsty (+100 CP)
Thirsty for some booty that is. Your horniness and libido will rocket during this jump. You'll try to sleep with your companions or allies, invite them to intimate activities or even have some flings with interesting people. That clearly evil cambion from hells? Smash. That drow twins charging a reasonable fee for an intercourse? Smash. That half-naked female ogre you caught with a bugbear. Maybe smash? If you are drunk enough.

That Effing Squirrel (+100 CP)
Squirrel, hamsters and other cute creatures of similar sizes seems to hate you for some reason. You find yourself encountering these creatures more than often and they always want to nibble or bite your foot for some reason. If you have the ability to speak to animals, you'll find out that each of them has a personal beef with you and can't be reasoned with. This doesn't put your life in danger, but a rat crawling up your pants to bite your nether regions is simply unpleasant.

Tw*t Soul (+0 CP)
You are very lucky jumper. Either your tadpole was damaged and perished during the insertion or you were never abducted in the first place. In both cases, taking this drawback means that you don't possess an illithid tadpole, meaning you don't have to take the True Soul mandatory perk (and you are locked out from picking it). As for downsides, you are locked out of picking Transcendence perk, purchasing any powers in the Illithid Powers section and taking Main and Origin scenarios as they require for you to get tadpoled. I hope the safety of your mind was worth the potential of evolution you have lost. You also can't pick Ceremorphosis drawback.

Keep in mind that, this drawback itself doesn't protect you from getting tadpoled during the jump period and if you want, you can still transform into an illithid or a half-illtihid during your jump via other methods.

Companions

Hirelings (100 CP) 34
You can create new allies or import your existing ones as companions in this jump. Created companions are fully loyal to you and can be customized to your will.

For 50 CP you can import or create a single companion.

For 100 CP you can import or create up to four companions.

And finally, for 200 CP, you can import or create up to eight companions.

All of your imported or created companions gain a background, a class, a race, +600 CP to spend in perk section and +300 CP to spend in item section. They can't choose scenarios but can take drawbacks upon your discretion.

Alice
Corrupted Weave
(+600 CP)
Did you take a cue for a certain wizard hailing from Waterdeep and shoved a netherese orb into your chest? Oh, don't worry, you don't actually get the Orb of Karsus shoved into your chest, but you get a piece of Karsite Weave corrupting your essence instead. The corrupted weave inside you requires you to consume a magical item every couple of weeks to sate its uncontrollable cancer-like growth. If this weave manages to grow enough, it will flatten an area equivalent to a big city with a grand explosion, bypassing all of your protections and disintegrating you.

Consuming magical items too will one day reach its limit in negating the growth of Karsite Weave in you and it will explode regardless. You must find a way to either extract or permanently seal this magic or you face chain failure (unless you have a one up). Powerful magic that can deal this kind of weave may exist within this world, but it won't be as easy as casting a fireball. It will require tremendous research and magical skill... or divine intervention.

Fiery Heart (+600 CP)
Someone must have betrayed you or you were truly without an option. Otherwise, nothing can explain the act of replacing your own heart with the motor core of an infernal engine. With this in your chest you feel searing pain constantly jumper but not enough to debilitate you in combat entirely, you've grown accustomed to it after all. You are too hot stand near let alone touch. One good part is that you can use this offensively. If you manage to score some souls coins even, your heat and battle fervor can even grow stronger.

But all of these features come with one tiny detail. The more you stay away from hells, more the engine is likely to blow. You see the engine was designed to endure the heat of the Avernus, and the material plane doesn't have required temperature levels to maintain this motor. Couple weeks of unobstructed exposure to material plane's atmosphere will cause this engine to blow and kill you in a flash of fire, bypassing all of your protections. You can extend this period by maintaining and reinforcing your core with infernal metal. If you have the Infernal Engineer perk, this doesn't guarantee you'll fix it, because the engine itself is hard to be operated on by you as it is placed in your heart. But the perk itself will give you a foolproof method to prevent your engine from blowing up. It's up to you to find someone capable of following your immensely detailed instructions perfectly to operate on you or you'll have to find some other way to fix yourself.

Your heart will explode regardless, even if you survive until the end of this jump. You blowing up results in chain failure as your soul will be tainted by infernal energies, causing you to descent in to Nine Hells for eternal service (unless you have a one up). Only way to prevent this is to fix it or get rid of it.

Lootaholic (+400 CP)
You are a looter, a hoarder and an obsessive collector of all sorts of treasures. You become addicted to looting treasures. It gives you ecstasy and joy of unimaginable degree. Be it gold, gems, magic items or useless trash, you want it all and have an all-consuming desire to keep most of them on you. Your greed often makes you take risks and prefer riches over safety. You also get a not-so-minor kleptomania too. Your addiction often gets you in trouble for stealing and makes you argue with your companions about all the junk filling your storage units. Be prepared for a rough period with forks and paperweights filling your pockets.

Human
Wizard
: Wizard, you alone have the potential to reach the pinnacle of all creation with your shrewd mind and arcane potential. No one can even become as half good as you are, when it comes to matters of the arcane. Although some may call you frail or weak, in time you may compensate for all your weaknesses with the appropriate spell or ritual. Temper your ambition with wisdom though, this path has been the doom of many wizards. Just ask poor Karsus.
Adventurer: Call of the adventure is in your blood. You may hail from anywhere in the Sword Coast but the city of Baldur's Gate. But this matters little as fate itself pushes you away from home to the Gate, where fates intertwine. May haps you were a sellsword, rushing conflict to conflict? Or you may have been an explorer, trying to map out forgotten regions of the realms? Or a humble shopkeeper, in one of the cities of the western coast? Your origins are of no import, what matters is your actions.​


Slavov OST (Free)
You may choose to have epic of soundtracks that will accompany your adventures, all composed by a specific artist that works for Larian Studios. This music isn't distracting in any shape or form, and you can make it so that others can hear it too. During battle it will change into tone depending on the situation.

A True Adventurer (Free)
Your physical and mental abilities will increase in level (if they are not already higher) to match the level of average beginner adventurers of your chosen class. Affected stats are strength, dexterity, constitution, intelligence, wisdom and charisma. So, a wizard may find herself smarter, while a barbarian may find himself stronger and so on. Your non-primary stats will get a slight increase as well, being a little higher than mortal average for the realms. Optionally, you may influence these changes to some extent but at most a single primary stat of your choice can be peak human, while your other stats will be slightly above average for humans. If you want to, you can arrange these changes in a classic 27-point-buy system with +2 and +1 as your modifiers.

Build Guide (Free)
If you have a specific character build in mind but are worrying about how to get that 2 level hexblade warlock multiclass going within the jump period, you don't need to worry anymore. During any point and period within your stay here, you can choose the path your build will take up to 20th level. Fate itself will push you towards beings and objects, which will let you accomplish your build (within reason). Eventually. Keep in mind that this only applies to your character build and not the loot you receive. You will lose this perk once you reach 20th level.

2 Hours in Character Creation
You look like someone had spent a really long amount of time in a character creator to made you the way you look. You look 10/10 and can be described with just a single word, stunning. You look ravishing even when you are covered in gory blood and mud mixed with sh*t. You scar well too. Also, this grants you very effective endowments along with more than decent bedding skills. You haven't heard the 'Menzobarrenzan Love Trick' I assume?

Improvised Weaponry
You are great at using random objects that litter the environment around you as weapons ready for swinging and throwing. That chair over there, you can smash it on somebody's back. This salami here? It will make a good bludgeoning weapon. And this goblin I am holding up by its ankle? It is a visionary siege weapon. Each time grab something absurd like these and attempt to use it to hurt someone, you'll find that they are surprisingly easy to use and require a half of its normal the strength requirements to wield properly. Oh, and they deal double damage to people who get surprised by your choice of weapons. Only requirement for this ability is that you must have the strength to lift the target object in some capacity.

All 20s (200 CP for each purchase)
Each purchase of this perk maxes out a single bodily or mental D&D attribute of your choice to 20 cap. Discount for this perk only applies to a single purchase at a time. These stats and their maxed effects are given below:
• Constitution: 21
A golem specifically built to keep guard would get tired on a contest of pure endurance with you. You have so much vitality that you can survive bleeding from multiple open wounds while you have a spear's pointy end jutting from your throat. Your survivability skills are off the charts and your wounds heal 5x their normal speed. You can hold your breath for hours and could go on for days without food and water. Poison and disease barely have an effect on you and finally you have practically limitless stamina, being immune to exhaustion.
• Wisdom: 20
Your wisdom is immense, and you have an unbreakable willpower. All of your five senses are boosted to be as the same power of upper tier specimens of the animal kingdom. Your decision-making capabilities are given a boost, and you almost always make the correct choice for yourself in an any situation, with enough available data that is. Your insight pierces through all but the most cunning lies. With your raw wisdom, Devas may come to you seeking for advice.

Magical Genius (200 CP) 18
Are you a chosen of Mystra may haps? Because your talent and potential for all things related to spellcasting is simply prodigious. It is asif you are one of the Weave's favorite casters. At its base this perk grants you improved talent for learning and casting any kind of spellcraft, be they divine or arcane in nature. Comprehending and deciphering long lost spell formulas or understanding completely unique arcane devices and magical effects are second nature to you.​


If you are a spellcaster that prepares spells, like clerics or druids, you can double to amount of spell memorization slots you have. If you are a spontaneous caster that learn spells and always has them prepared, like bards or sorcerers, you double the number of spells you get to learn. If you are a wizard, not only you get double memorization slots, but you also get an additional spell each time you level up.

When performing a ritual or casting a spell, miscasts or accidents are guaranteed to not occur for you. You get a talent for creating new spells from scratch or modifying already existing spell formulas. Last of all while all spellcaster can scribe scrolls with time and resource investment, you only require half the time and resources needed to create those scrolls.

Bhaalspawn (300 CP) 15
'The Lord of Murder shall perish, but in his doom, he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Alaundo.' the prophecy goes. You are one of those progeny jumper (or you gained that divine spark some other way). Either way, you carry the divine blood and essence of God of Murder within your body. First of all, your abilities, skills and powers are boosted.

You become better at, generally speaking, everything. You learn skills faster, grasp intricate concepts and techniques easier and so on. At all times you are at your best, executing each action with peerless acumen. On the statistical side, this basically grants you bodily and mental prowess equivalent to person who purchased All 20s all attribute boosting options, only at a half as much efficiency (making all of your attributes around 14-15, if they aren't greater than that).

Secondly, you have broken the limits placed on your mortal body by having a little bit of god blood within your veins. Your growth cap is removed, meaning that all of your skills, physical qualities, mental prowess and any abilities you possess can be trained endlessly with no upper limit. The only limiting factor for your growth is time constraints, which are increased as this perk also grants you an extra century of two to your lifespan, which all of that will be spend in your prime. If you find a way to extend your unholy lifespan even further, maybe in time you'll be a match for gods themselves.

Finally, you gain an inborn talent and creativeness for all things related to killing and violence. If you just a put some effort into it, you could drop the jaws of the Murder Tribunal to floor with your pure displays of savagery. Killing is a second nature to you, being more of an art form rather than a tool. You can use all tools and equipment for murdering purposes. Maybe stabbing a pen through the eye? Or strangling someone with their innards perhaps? Possibilities are endless.

Oh, and you take the meaning of 'If it bleeds, you can kill it' saying to its limits. If it's possible to kill a being, you are sure to find a way to do so. And if the being were to be truly unkillable, you may find a way to make them vulnerable just to you can kill them again. This even extends to beings which are conceptually unkillable. This does require quite an effort for though, and for some beings it can be damn near impossible.

Whatever you decide to with all these powers is up to your jumper. Go and slaughter your way forth in the name of your dread father... or defy your nature and use your awesome power in the name of greater good. On a final note, while you are still a child of Bhaal, he has no power over you or your blood, no more than any other god. To put you at ease, this means that he cannot just literally explode you in a shower of gore, if you were to defy him... he could send someone with a slayer form though, if you were to anger him too much. The only real power he has over you is parenting rights, and even that is a big maybe.

Orpheus' Blessing (300 CP) 12
You carry the blessing of the Mother Gith in your mind. Maybe you are a secret descendant of Orpheus, Prince of the Comet? Or you could be simply received the blessing by a pure chance as a result of a psychic storm in the Astral Plane? It matters not in the end. What matters is that you have it in your grasp. This is the ultimate weapon against the ghaik. This ability is so important even the immortal Vlaakith fears that if the bindings of long-lost prince were ever to be weakened, it could spell the ending of her tyranny over githyanki. Your mind is a profound concept of pure harmony that none can influence.

You are immune to all kinds of mental influences. Be it mind reading, mind detection, mental domination, mental corruption, mental afflictions, emotional manipulation, thought manipulation or psychic attacks. No power that is mental in nature can affect your mind unless you allow it. If someone were to make such an attempt on your mind, you could reflect it right back at the offender, if that is what you desire, causing them immense psychic backlash. This is the ultimate mental defense, feared by all ghaik. Not only that but you can extend this protection to all who is within 100 meters of you. Size of this aura slowly expands with time and practice, and in time it can reach multiple kilometers even (capped at 10 km). This also grants you the side power of sensing all minds that are not invisible to detection within your aura's range. You can not only sense them, but instantly become aware of any mental influences that is placed on them and dispel it with a single thought.

Furthermore, you a continuously in a state of pure harmony in your mind. No event can phase you; no emotion may overwhelm you and no matter how bizarre of an event occurs, you'll never get caught in surprise. You are capable of rational and unobstructed thought in all situations. Your sanity is a monument that will last ages, meaning that nothing can cause you to succumb to insanity or mental disorder. Now go forth jumper and fear not of the might of ghaik and their thralls. Your mind is a mental fortress that will never fall.

Astral Knowledge (600 CP) 6
Your tadpole must have accidently connected to an illithid hive-mind... it must have. Otherwise, nothing can explain the eternal wealth of knowledge that is deeply rooted in your mind. All of the biotechnology, psionic techniques and skills of the illithid civilization are downloaded straight into your mind. Don't worry, your mind will be capable of handling this massive data package and you each important aspect of this data package cannot be forgotten by you.

You know how to create illithid colonies, recipe of the caustic solutions that used for incubating brine pools, how to breed and raise your own illithid tadpoles, create new species that are like infamous intellect devourers, how to replicate the designs for their infamous bio- pods, restoration chambers, bio-computers and so much more. You even have a perfect blueprint for an illithid nautioloid vessel in your mind. Be careful of how you preserve this knowledge as even the illithids have long lost the knowledge to design of such ships.

Also, if you have any psychic abilities or when you possess one, you'll find that you are noticeably more talented with their use. Creating new maneuvers, improving on existing techniques and using them in an inspired ways are quite easy for you. This psychic secrets also reduce the burden these kinds of psychic abilities place on your mind by half. Now jumper you have all the necessary things to understand the Grand Design. Will you be its last remnant in history or its catalyst?

Wonder If the Gods Are Watching (300 CP) 3
Oh boy, they are watching... metaphorically of course. You have an absurd amount of luck, as if you are a dungeon master's favorite character and they keep fudging rolls to your advantage. Your semi-sentient luck manifests in a variety of ways, including but not limited to: enemies missing you with a lethal attack, you finding the weak spot on an opponent's armor, you stumbling upon a password a safe whose contents would benefit you greatly, finding a great artifact within a chest or even getting boons that would be of tremendous help to you. You seldom encounter bad luck and even then, it is for your benefit down the line. This doesn't only include you; it even extends to those whom you call allies.

Additionally, your plans won't be affected by any mishaps or unfortunate circ*mstances anymore. Your journey won't end just due to bad luck, only events or beings which are recognized by universe itself as a meaningful encounter for you could hope to put an end to your journey. Thing of it as a personal plot armor. Keep in mind that while this does give you a significant edge most scenarios, you are far from invulnerable. Enemies with great skill and cunning may still outmatch and overpower you. If you keep on relying on this luck to persevere constantly, at a crucial time it will leave you to fend for yourself, until you gain its favor back with your actions.

Observant (200 CP) 1
Your experiences as an adventurer taught you to discern anything with just a single glance. You can focus on an object, structure or a creature within your line of sight. You'll instantly learn its name, race/type, resistances, vulnerabilities, immunities, current durability/sturdiness and also get a general overview of their most prominent abilities and features. If it is a creature, you know how strong it is in relation to you and your companions. Also, this ability grants you a danger sense that activates when an event that is capable of posing a threat to you is about to occur. You don't get any insight on the nature of the event or any hint on how to avoid it, but at the very least you'll be ready.

No Traps, Please (100 CP) 0
Traps are the bane of aspiring adventurers, but you are simply too skilled or experienced to fall for such rudimentary tricks. You become exceedingly skilled at spotting traps, be they artificial or natural. You know to avoid a stone floor that is about to collapse, you know when a chest is trapped or not. Keep in mind that this doesn't give you a way to disable the said trap nor does it protect you from its effects if someone else activates it. It just gives you a forewarning. Additionally, you are skilled at detecting ambushes too.

Curse to Put My Hands on Everything
When it comes to loot or simply interesting objects, you are eyes are more than capable of deciding what is worth your time and what is not. You can at will, change your perception of the world so that it highlights objects and even people of importance or value for you. It even gives them an appropriate name, but it doesn't let you know the contents of a crate or a book nor does it tell you if it's dangerous or cursed. Your attention is simply drawn to these highlighted objects or beings. It is up to you to decide whether to interact with them or not.

These Boots Have Seen Everything
Roads of the realms are long and full of perilous encounters. To your advantage though, you are no stranger to traversing these lands. Every time you embark on a journey that passes through untamed lands, you make a good time traveling, keep your belongings in good shape, equipment you carry will feel lighter, and you'll have a sixth sense for what roads to take and which paths to avoid. You can gauge weather with just one sniff, and you are good forager too. Finally, you find long stretches of travelling sequences relaxing, making it half as much of a burden on both your mind and your body. May your feet be light traveler.

+300
TTRPG Collection (Free)
You get a collection of all the books and material that have ever been published by Wizards of the Coast in D&D 5e. It comes with a supply of endless quantities of dice of any design you want, battle maps, miniatures and other supplemental stuff. Enjoy the content!

RPG Media (Free)
You get a collection of all games published by Larian Studios with an appropriate system to play these games on. Strangely this also includes Baldur's Gate 1 & 2 even though they were made by BioWare.

Character Sheet (Free)
You get a multiple page journal that is in the format of D&D 5e character sheets that is in any style of design you want. This sheet is magical, and it displays all your stats, skills, abilities and your personal information in an easy-to-read manner. It updates with any new powers you gain over the courses of your adventure, and it even records your significant deeds. Only people you get permission can access this character sheet.

Starting Equipment (Free)
You get all the starting gear appropriate for a beginner of your class of choice. A fighter may get a non-magical armor and a set of weapons of their choice, while a wizard gets an arcane focus and components along with a simple weapon. This equipment cannot be magical except spellcasting focuses. You also get a standard explorer's pack that contains some supplies that could last you for couple of days, a bag, a pouch containing a decent amount of gold, fitting traveling clothes and some camping gear like a tent and bedrolls. Consumables in this gear set are non-replenishing but your equipment will repair itself, if broken or damaged.

Alchemist's Supplies
You get a small pouch that contains a variety of materials and ingredients within it, which are very useful for alchemical purposes. Materials inside or in their natural form and are of usually common or uncommon quality along with an occasional rare material. Materials taken out from this pouch and not used in any alchemical creations turns to dust within a day. At the end of each day, this pouch replenishes all of its used-up content. These materials are not something truly extraordinary in most cases, but they can fuel your basic creations quiet easily. These materials are of decent quality, but all shopkeepers assume them as faulty goods, so they won't buy them from you. You also get a basic set of alchemist's tools like a mortar and a pestle, a brewing station, a beaker with heating flame and so on. This equipment repairs itself within a day, if damaged. You also get a replenishing set of glass bottles and bomb casings that can only be used for containing your alchemical creations.

Scribe's Writing Utensils (Free for Magical Genius)
You get a supply of high-quality parchment papers, very rare inks and multiple feather quills that can be used for a variety of purposes at the form of a simple scholar's bag filled with supplies. These materials are replenished to full at the end of each day, if they are used for any purpose. If taken out from the bag and not used within a single day, these materials simply turn to dust. These materials are of decent quality, but all shopkeepers assume them as faulty goods, so they won't buy them from you. Main purpose of these materials are not for simple book-keeping. They are excellent materials for scribing spell scrolls and adding spells to any wizards spellbook. You can scribe dozen, or so lower level scrolls a day with these materials, while creating scrolls that contain higher leveled spells can only be done at most one or two times a day with the number of materials this item produces daily. Same goes for adding spells to spellbook.

A Shovel
This is trusty shovel is bound to you, cannot be taken from you against your will, is physically and conceptually indestructible, and is an excellent digging tool. Now if that was all this thing could do, it would a pretty 'meh' gear with such a price paid. This shovel can be used a dowsing rod for treasure hunting. It will vibrate with a slight hum that is only audible to you when loot of any kind is near. Whether it be buried, hidden or out in the open. A final use for this shovel is that, once per week, you can let it guide you to a buried treasure that can be found within an hour's walk. If there isn't any treasure nearby, it will spawn one for you. The spawned treasure won't be anything extreme, often being a decent amount of gold, supplies and gems along with an occasional minor magical item like potions or scrolls. It's not much but it is a decent source of income.

Necromantic Archives (300 CP) 0
This is the wet dream of a wizard, specifically a necromancer. You get two magical grimoires that contain some of the most profound and/or forbidden mysteries ever created within the forgotten realms setting, in the area of necromancy. The first book you get is named Necromancy of Thay. This book contains various secrets and vile arts that is ever created in the school of necromancy. Normally you'd have read through the pages of this book, whilst enduring the pure necromantic curse that is radiating from it. Since you paid for it, this is no longer the case for this version of the book. You can simply read it like a bedtime story, and it is pretty easy to understand too. When you finish reading this book, you find that you can converse with spirits of the dead as much as you want. Some rules though: you need a corpse with an intact head to ask questions, you can only ask five questions per corpse, you cannot speak to the same corpse until a week passes, and the corpse may refuse to answer your questions, if you are the cause of their untimely demise (unless you are disguised of course). This is the only powers you get from this book normally in game. However, with this item, you find that your necromancy spells are more potent than they were before, around %50 of increased potency we are talking about. Also, undead minions you raise, if you have the power to do so, has increased physical stats and mental acumen to follow your orders better.

Second book you get is named Tharciate Codex. This book on its own doesn't grant you anything. However, it contains the secrets of deciphering hidden meanings within the Necromancy in Thay. If you read this book and then the first book you gained from this item purchase again, you get the ability to conjure powerful undead servants that are fully under your command. With but a thought and a gesture you could conjure either: twenty skeletons, ten ghouls, five mummies or three wraiths. Each of them also gains the ability to explode in a burst of necrotic energy upon death or at your command. You'll notice that these options are significantly stronger than the ones you get in game. You paid for them after all. These minions stay at your command until they are destroyed or dismissed by you. You can issue command to each of them mentally and they follow it best to their capabilities. You can only use this power once per day, and if you attempt to summon more minions or change the type of minions you have active, the previous ones are automatically dismissed as they turn into dust. Both books can also act as a spellbook for the use of wizards. They can hold an infinite number of spells and rituals, if you want to scribe spells into them.

Death
Corrupted Weave
(+600 CP)
Did you take a cue for a certain wizard hailing from Waterdeep and shoved a netherese orb into your chest? Oh, don't worry, you don't actually get the Orb of Karsus shoved into your chest, but you get a piece of Karsite Weave corrupting your essence instead. The corrupted weave inside you requires you to consume a magical item every couple of weeks to sate its uncontrollable cancer-like growth. If this weave manages to grow enough, it will flatten an area equivalent to a big city with a grand explosion, bypassing all of your protections and disintegrating you.

Consuming magical items too will one day reach its limit in negating the growth of Karsite Weave in you and it will explode regardless. You must find a way to either extract or permanently seal this magic or you face chain failure (unless you have a one up). Powerful magic that can deal this kind of weave may exist within this world, but it won't be as easy as casting a fireball. It will require tremendous research and magical skill... or divine intervention.

Fiery Heart (+600 CP)
Someone must have betrayed you or you were truly without an option. Otherwise, nothing can explain the act of replacing your own heart with the motor core of an infernal engine. With this in your chest you feel searing pain constantly jumper but not enough to debilitate you in combat entirely, you've grown accustomed to it after all. You are too hot stand near let alone touch. One good part is that you can use this offensively. If you manage to score some souls coins even, your heat and battle fervor can even grow stronger.

But all of these features come with one tiny detail. The more you stay away from hells, more the engine is likely to blow. You see the engine was designed to endure the heat of the Avernus, and the material plane doesn't have required temperature levels to maintain this motor. Couple weeks of unobstructed exposure to material plane's atmosphere will cause this engine to blow and kill you in a flash of fire, bypassing all of your protections. You can extend this period by maintaining and reinforcing your core with infernal metal. If you have the Infernal Engineer perk, this doesn't guarantee you'll fix it, because the engine itself is hard to be operated on by you as it is placed in your heart. But the perk itself will give you a foolproof method to prevent your engine from blowing up. It's up to you to find someone capable of following your immensely detailed instructions perfectly to operate on you or you'll have to find some other way to fix yourself.

Your heart will explode regardless, even if you survive until the end of this jump. You blowing up results in chain failure as your soul will be tainted by infernal energies, causing you to descent in to Nine Hells for eternal service (unless you have a one up). Only way to prevent this is to fix it or get rid of it.

Lootaholic (+400 CP)
You are a looter, a hoarder and an obsessive collector of all sorts of treasures. You become addicted to looting treasures. It gives you ecstasy and joy of unimaginable degree. Be it gold, gems, magic items or useless trash, you want it all and have an all-consuming desire to keep most of them on you. Your greed often makes you take risks and prefer riches over safety. You also get a not-so-minor kleptomania too. Your addiction often gets you in trouble for stealing and makes you argue with your companions about all the junk filling your storage units. Be prepared for a rough period with forks and paperweights filling your pockets.

Elf
Paladin: You swore an oath. This oath binds you to follow a certain path of life and tenets. But if you are able to keep to your word, few can match your divine power combined with your already great martial prowess. Though be mindful of your oath's tenets. If you break them, you may lose access to your divine abilities unless you restore your oath back. Or you could go down a darker path for more power. You may choose to devote yourself to service of a god or you could just use your oath as a source of your power.
Baldurian: You hail from the legendary city of Baldur's Gate, where many heroes and villains have risen and fallen. There are always more adventures to be had in the great metropolis. Perhaps you are a simple urchin, struggling to survive in the streets? Or a noble perhaps, attending courts in the Upper City? Whoever or whatever you are doesn't change the fact that you have spent most of your life at the Gate.​


Slavov OST (Free)
You may choose to have epic of soundtracks that will accompany your adventures, all composed by a specific artist that works for Larian Studios. This music isn't distracting in any shape or form, and you can make it so that others can hear it too. During battle it will change into tone depending on the situation.

A True Adventurer (Free)
Your physical and mental abilities will increase in level (if they are not already higher) to match the level of average beginner adventurers of your chosen class. Affected stats are strength, dexterity, constitution, intelligence, wisdom and charisma. So, a wizard may find herself smarter, while a barbarian may find himself stronger and so on. Your non-primary stats will get a slight increase as well, being a little higher than mortal average for the realms. Optionally, you may influence these changes to some extent but at most a single primary stat of your choice can be peak human, while your other stats will be slightly above average for humans. If you want to, you can arrange these changes in a classic 27-point-buy system with +2 and +1 as your modifiers.

Build Guide (Free)
If you have a specific character build in mind but are worrying about how to get that 2 level hexblade warlock multiclass going within the jump period, you don't need to worry anymore. During any point and period within your stay here, you can choose the path your build will take up to 20th level. Fate itself will push you towards beings and objects, which will let you accomplish your build (within reason). Eventually. Keep in mind that this only applies to your character build and not the loot you receive. You will lose this perk once you reach 20th level.

2 Hours in Character Creation
You look like someone had spent a really long amount of time in a character creator to made you the way you look. You look 10/10 and can be described with just a single word, stunning. You look ravishing even when you are covered in gory blood and mud mixed with sh*t. You scar well too. Also, this grants you very effective endowments along with more than decent bedding skills. You haven't heard the 'Menzobarrenzan Love Trick' I assume?

Let the Gravity Do Its Work
You excel at using gravity to deal with your enemies. Oh, this doesn't grant you any gravity manipulation skills. You become better at shoving and throwing people off from cliffs and other locations with tall heights. You get a sixth sense about how to lure an enemy close to a drop off point so that you can shove them straight to ground. Your enemies will find it hard to resist you pushing attempts, whether it be by hand or magic. And meeting the ground at fast speed deals slightly more damage to them then they should take normally. On a final note, they get none the wiser and with some guile you can pull this multiple times during the same combat. Oh, and you take no fall damage yourself as a side effect.​


All 20s (200 CP for each purchase)
Each purchase of this perk maxes out a single bodily or mental D&D attribute of your choice to 20 cap. Discount for this perk only applies to a single purchase at a time. These stats and their maxed effects are given below:
• Constitution: 21
A golem specifically built to keep guard would get tired on a contest of pure endurance with you. You have so much vitality that you can survive bleeding from multiple open wounds while you have a spear's pointy end jutting from your throat. Your survivability skills are off the charts and your wounds heal 5x their normal speed. You can hold your breath for hours and could go on for days without food and water. Poison and disease barely have an effect on you and finally you have practically limitless stamina, being immune to exhaustion.
• Wisdom: 20
Your wisdom is immense, and you have an unbreakable willpower. All of your five senses are boosted to be as the same power of upper tier specimens of the animal kingdom. Your decision-making capabilities are given a boost, and you almost always make the correct choice for yourself in an any situation, with enough available data that is. Your insight pierces through all but the most cunning lies. With your raw wisdom, Devas may come to you seeking for advice.
• Intelligence: 18
Your mind can rival an elder brain in terms of raw IQ, processing power and analytical capabilities. You can have multiple strains of thoughts going on at the same time, though still no match for an elder brain boosted by a netherese artifact... but close regardless. You have a perfect memory, with instant recall, unlimited storage and perfect indexing. Any tampering done on your memory by outside forces will only have half of the desired impact on you and even then, it can be restored by the passage of time. This also reduces the effects of harmful memories on you by half. Additionally, your comprehension skills are off the charts. You can understand even the most alien machinations and otherworldly magics with enough time.

Transcendence (100 + 100 CP) 16
For 200 CP, you break the barriers that restrict you from transcending and become a half- illithid as if you were to consume an astral-touched tadpole. This means couple of things for you. Your thought process becomes faster and more efficient, and you gain slight boost to your intellect. You gain a slight resistance to mental influences of all kinds and gain a tremendous boost to your psychic potential, allowing you to access high-tier powers from illithid power tree. Meaning you gain +6 TP spent in illithid powers sections. One downside of gaining these abilities is that you gain a slight illithid-like appearance. Your body color just so slightly turns into a more purplish hue, traces of black veins appear on your face and your eyes become slightly darker in color. But surely this is a little price to pay for glorious evolution, right? And at worst you could disguise it with a bit of makeup.

For 400 CP, you have decided that losing your soul is a small cost to pay for a true evolution and lowered you mind barriers to become a full illithid. But since you pay for this perk instead of just succumbing to the Absolute, you get a couple of things extra. You get all the powers from being a half-illithid and they become even stronger. Your mind is so alien that none but the strongest psychic beings even attempt to scratch the surface of your mental defenses. Your sheer mental power is equal to what you get from All 20s intelligence purchase, and if you were to get that perk as well, you'll find that your mind becomes even stronger (around 22-23 in terms of stats). Your multitasking ability allows you to keep dozens of strains of thought without any effort, allowing you to be a match for an elder brain in terms of sheer computing power. Your psychic might get a huge boost too. And since you paid for it, normal consumption methods still work for you, meaning you don't have to worry about feeding from people's brains. Unless that is what you want to. You instead gain +12 TP to spent in illithid powers section.

So, is this worth the cost of becoming a tentacled alien freak, a pragmatic sociopath and a soulless monster? Kinda, if you were to ask me, especially with this perk. You see, by spending your points buying this perk allows you to keep your soul, while still becoming an illithid. Don't ask how it works. Your illithid body is broadly in the shape of your previous race's body that is selected from this jump. For exotic races like dragons or ogres, you keep your races unique body shape to some extent but still sprout tentacles from the location of your mouth and gain an inflated head. You also gain a small shapeshifting power that allows you to change back to your previous mortal body with but a brief thought, allowing you to walk freely within human society. No need to thank me, you paid for it after all.​


Bhaalspawn (300 CP) 13
'The Lord of Murder shall perish, but in his doom, he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Alaundo.' the prophecy goes. You are one of those progeny jumper (or you gained that divine spark some other way). Either way, you carry the divine blood and essence of God of Murder within your body. First of all, your abilities, skills and powers are boosted.

You become better at, generally speaking, everything. You learn skills faster, grasp intricate concepts and techniques easier and so on. At all times you are at your best, executing each action with peerless acumen. On the statistical side, this basically grants you bodily and mental prowess equivalent to person who purchased All 20s all attribute boosting options, only at a half as much efficiency (making all of your attributes around 14-15, if they aren't greater than that).

Secondly, you have broken the limits placed on your mortal body by having a little bit of god blood within your veins. Your growth cap is removed, meaning that all of your skills, physical qualities, mental prowess and any abilities you possess can be trained endlessly with no upper limit. The only limiting factor for your growth is time constraints, which are increased as this perk also grants you an extra century of two to your lifespan, which all of that will be spend in your prime. If you find a way to extend your unholy lifespan even further, maybe in time you'll be a match for gods themselves.

Finally, you gain an inborn talent and creativeness for all things related to killing and violence. If you just a put some effort into it, you could drop the jaws of the Murder Tribunal to floor with your pure displays of savagery. Killing is a second nature to you, being more of an art form rather than a tool. You can use all tools and equipment for murdering purposes. Maybe stabbing a pen through the eye? Or strangling someone with their innards perhaps? Possibilities are endless.

Oh, and you take the meaning of 'If it bleeds, you can kill it' saying to its limits. If it's possible to kill a being, you are sure to find a way to do so. And if the being were to be truly unkillable, you may find a way to make them vulnerable just to you can kill them again. This even extends to beings which are conceptually unkillable. This does require quite an effort for though, and for some beings it can be damn near impossible.

Whatever you decide to with all these powers is up to your jumper. Go and slaughter your way forth in the name of your dread father... or defy your nature and use your awesome power in the name of greater good. On a final note, while you are still a child of Bhaal, he has no power over you or your blood, no more than any other god. To put you at ease, this means that he cannot just literally explode you in a shower of gore, if you were to defy him... he could send someone with a slayer form though, if you were to anger him too much. The only real power he has over you is parenting rights, and even that is a big maybe.

Orpheus' Blessing (300 CP) 10
You carry the blessing of the Mother Gith in your mind. Maybe you are a secret descendant of Orpheus, Prince of the Comet? Or you could be simply received the blessing by a pure chance as a result of a psychic storm in the Astral Plane? It matters not in the end. What matters is that you have it in your grasp. This is the ultimate weapon against the ghaik. This ability is so important even the immortal Vlaakith fears that if the bindings of long-lost prince were ever to be weakened, it could spell the ending of her tyranny over githyanki. Your mind is a profound concept of pure harmony that none can influence.

You are immune to all kinds of mental influences. Be it mind reading, mind detection, mental domination, mental corruption, mental afflictions, emotional manipulation, thought manipulation or psychic attacks. No power that is mental in nature can affect your mind unless you allow it. If someone were to make such an attempt on your mind, you could reflect it right back at the offender, if that is what you desire, causing them immense psychic backlash. This is the ultimate mental defense, feared by all ghaik. Not only that but you can extend this protection to all who is within 100 meters of you. Size of this aura slowly expands with time and practice, and in time it can reach multiple kilometers even (capped at 10 km). This also grants you the side power of sensing all minds that are not invisible to detection within your aura's range. You can not only sense them, but instantly become aware of any mental influences that is placed on them and dispel it with a single thought.

Furthermore, you a continuously in a state of pure harmony in your mind. No event can phase you; no emotion may overwhelm you and no matter how bizarre of an event occurs, you'll never get caught in surprise. You are capable of rational and unobstructed thought in all situations. Your sanity is a monument that will last ages, meaning that nothing can cause you to succumb to insanity or mental disorder. Now go forth jumper and fear not of the might of ghaik and their thralls. Your mind is a mental fortress that will never fall.

Wonder If the Gods Are Watching (600 CP) 4
Oh boy, they are watching... metaphorically of course. You have an absurd amount of luck, as if you are a dungeon master's favorite character and they keep fudging rolls to your advantage. Your semi-sentient luck manifests in a variety of ways, including but not limited to: enemies missing you with a lethal attack, you finding the weak spot on an opponent's armor, you stumbling upon a password a safe whose contents would benefit you greatly, finding a great artifact within a chest or even getting boons that would be of tremendous help to you. You seldom encounter bad luck and even then, it is for your benefit down the line. This doesn't only include you; it even extends to those whom you call allies.

Additionally, your plans won't be affected by any mishaps or unfortunate circ*mstances anymore. Your journey won't end just due to bad luck, only events or beings which are recognized by universe itself as a meaningful encounter for you could hope to put an end to your journey. Thing of it as a personal plot armor. Keep in mind that while this does give you a significant edge most scenarios, you are far from invulnerable. Enemies with great skill and cunning may still outmatch and overpower you. If you keep on relying on this luck to persevere constantly, at a crucial time it will leave you to fend for yourself, until you gain its favor back with your actions.
Doesn't That Paint Enough of a Picture
As long as you don't want your secrets to be pried and your privacy undisturbed, people around you will give you great leeway. Maybe you don't want your party to find out you are the worshipper of an evil goddess, or maybe you want to hide the fact that you have magical artifact capable of causing untold destruction sealed within you. Understandable, people often want to explain things on their own terms. If it is not proved with a concrete and undeniable evidence, your secrets and privacy will remain buried, and everyone will respect your desire to be discreet. This perk has reduced effect against people that try to expose your secrets to actively harm you.

Bunch of Weirdos
Life in the city has taught you so much about the nature of human beings. Be it alien cultures, otherworldly looks, weird events. Few things can truly surprise you and caught you off guard. You'll have easy time adapting to strange customs and traditions and can accept what seems like a weird thing for most people with a surprisingly accepting behavior, and people notice that. You find easy integrating yourself to unfamiliar environments and groups and can quickly gain the respect of its people in doing so.

Inspiration (100 CP) 3
On occasion, you may randomly get inspired by some events. This could occur by doing something you are interested in or maybe something closely related to your area of expertise or something that truly satisfied you with how it concluded. On those occasions, you'll gain a something called an inspiration point. You can hold a maximum of four inspiration points at any given time. By spending these points in times of need, you can turn the tides in your favor. Stuck with a problem that is nagging you for days? Spend an inspiration and have that final push to solve it. Having trouble penetrating an enemy's strong defense? Spend a point to gain chance for breakthrough. You get the idea.

The Grand Design (300 CP) 0
Master of intrigue, the great schemer, lord of manipulation... these are all the names that can be used to describe a man of your caliber, and they would fall short still. You are a savant when it comes planning, your schemes are labyrinthine in scope, and you can plan for events that will come into play months later. Your ability to predict the outcome for your plans and people's reaction to them border on precognition.

You could set up an elaborate scheme that will crown you as a ruling lord of one the greatest cities in the world, using the army you constructed from scratch, and make it attack the city just so you can have an excuse to declare yourself as a savior. With your skills of intrigue and manipulation, it is not hard to create something like a cult to worship a false god you created.

However, the most crucial part of your ability is to create contingencies for your plans. Even if your intricate plans are disrupted by an unlikely group of adventurers, you'll have something up your sleeve still. You have backup plans for your backup plans. Think of your schemes as a giant cog machine and when one of the parts become faulty, you could replace them instantly with a similar part. Use this ability of yours responsibly... or don't, if that is what you desire.​


+300
TTRPG Collection (Free)
You get a collection of all the books and material that have ever been published by Wizards of the Coast in D&D 5e. It comes with a supply of endless quantities of dice of any design you want, battle maps, miniatures and other supplemental stuff. Enjoy the content!

RPG Media (Free)
You get a collection of all games published by Larian Studios with an appropriate system to play these games on. Strangely this also includes Baldur's Gate 1 & 2 even though they were made by BioWare.

Character Sheet (Free)
You get a multiple page journal that is in the format of D&D 5e character sheets that is in any style of design you want. This sheet is magical, and it displays all your stats, skills, abilities and your personal information in an easy-to-read manner. It updates with any new powers you gain over the courses of your adventure, and it even records your significant deeds. Only people you get permission can access this character sheet.

Starting Equipment (Free)
You get all the starting gear appropriate for a beginner of your class of choice. A fighter may get a non-magical armor and a set of weapons of their choice, while a wizard gets an arcane focus and components along with a simple weapon. This equipment cannot be magical except spellcasting focuses. You also get a standard explorer's pack that contains some supplies that could last you for couple of days, a bag, a pouch containing a decent amount of gold, fitting traveling clothes and some camping gear like a tent and bedrolls. Consumables in this gear set are non-replenishing but your equipment will repair itself, if broken or damaged.

Magic Mirror
Which skeleton did you rob to get this? This full-body mirror has a really niche but useful magical ability. You can modify a willing person's appearance down to every last minute detail however you want. Although it must be within their race's or species' specs, and you can't grant any abilities or superhuman powers with it. Mirror can only modify the same person once during the same jump. Additionally, this mirror can transform into a handheld version for travel convenience.

Keychain
This simple keychain can be attached to your belt with ease, and it weighs practically nothing. You can attach keys you own to this chain without any effort. It can't be lost, and it is fully bound to you and can't be taken from you against your will. It will magically sort itself to find anything key you need, when you need it. Any door you open or any lock you pick, has its key copied right onto your keychain, be it artificial or magical in nature. Any lock with the same mechanism you encounter from now on can be opened by this key without causing any trouble. Additionally, you can take out a skeleton key from this keychain once per day. This skeleton key can open any non-magical lock it is inserted into without any trouble, no matter how intricate the mechanism is. If it is a magical lock it is inserted into, it doesn't open it, but it reduces the difficulty of the lock by half. After it does its job, the key rusts and disintegrates instantly. You still get the copied key to your keychain though, if you manage to open the door.

Absolute's Brand (100 CP) 2
This is a wicked looking metal prong with an orange-glowing hot symbol at the end of it. The symbol's design is fully up to your choice. By branding people with this object, either willing or by force, you can permanently etch some pretty interesting effects on them.

First of all, they become extremely vulnerable to your mental attacks and manipulation done by you and any people of your choice that you also call the owner of the symbol. A simple psychic headache caused by you would be a debilitating headache for them. A simple suggestion spell could hold the same power as a divine verdict from their most beloved gods. You get the idea.

Secondly, you can place a brand an object like a weapon or an armor piece (as long as it has enough space to hold the mark itself) that acts as a magical limiter. Objects that have the brand can only be wielded by those you allow as the co-owners of the brand and those who you who are branded.

There is any no upper limit number of branded marks you have currently active. Only you can remove these marks from a target with just a single thought. They still keep the scar though. Fully branding someone or something takes at least a couple of seconds.

Auntie's Boon (200 CP) 0
You get a disgusting patch of shriveled greenish skin covered by rough dark green hair. This is a boon granted by a powerful hag. You don't need to consume this one though, unlike the one that is in the game. You and any person you allow can attune to this boon for a minute get a boost to their capabilities. Anyone who uses this boon picks a physical or a mental stat, those being: strength, dexterity, constitution, intelligence, wisdom and charisma. This stat is boosted to its maximum as if the user have made purchase of All 20s perk.

This perk can only be used by each person once in their lifetime and anytime someone attempts to use this item a second time for themselves, the attunement process fails, and this item becomes a simple disgusting bodily refuse. This item also has a cooldown of a year between each usage.​


Cannon Character (100 CP) 33
Raphael
By buying this option, you'll make sure that the fate itself arranges a meeting with your selected character from Baldur's Gate 3 characters. They will join your party and be willing to adventure with you. However, choice is up to them in the end, if they want to join you or not.

But you are guaranteed to adventure with them until the main plot is resolved, unless you antagonize them greatly of course. You can't target non-humanoid beings with this option and cannot select any main villains of the game (such as Chosen of the Dead Three). But any origin character, in game companion or a side character is game.

Cute Fellow (400 CP) 29
For Free, you gain the company of an illithid tadpole. This creature is a cute little milky white worm that is completely harmless. It has lost its ability to crawl into the eyes of mortal folk and cause them to go under ceremorphosis. It is completely cut off from the colony of its origin and no illithid may command it. It doesn't possess any other power than floating around aimlessly around you and being cute in general. It has come to like you and be willing to follow and cheer for you with its small tentacles as long as you want its company.

For 400 CP, this illithid tadpole becomes more than it used to be. It will still remain a cute little worm for as long as you want, but upon your request (which can be conveyed telepathically) it can turn into a neothelid. Neothelids are creatures of untold psychic and physical prowess that resembles great worms with tentacles. They usually appear on unsupervised tanks of the destroyed illithid colonies and are extremely rare. This one has great psionic powers, immense bodily strength, magic resistance, creature sense and a deadly acid breath on top. It is over 37 meters in length and massive in size. However, it usually wants to remain in its tiny form and snuggle up to you. You don't need to feed it as it sustains itself magically. It is fully loyal to you and all of your allies.

Origin

Race (400 CP) 25
Infernal Cambion
For 400 CP, you can become a truly unique existence that walks like a lion among men. This option is more limited than 100 CP and 200 CP ones, but you have the chance to become one of these three: an infernal cambion, a true aasimar (like Dame Aylin), or a young dragon of your choice of color. All races picked in this option will have the ability to shapeshift into a single mortal form of their choice, but only if the race itself doesn't already provide a shapeshifting ability.
Adventurer
Call of the adventure is in your blood. You may hail from anywhere in the Sword Coast but the city of Baldur's Gate. But this matters little as fate itself pushes you away from home to the Gate, where fates intertwine. May haps you were a sellsword, rushing conflict to conflict? Or you may have been an explorer, trying to map out forgotten regions of the realms? Or a humble shopkeeper, in one of the cities of the western coast? Your origins are of no import, what matters is your actions.
Artificier
Your kind didn't make the cut in the original game, but the artificiers of the realms certainly exists. You combine technology and magic in a perfect harmony. Being a master of invention, you can use magic and ingenuity to unlock the potential within objects. You are not as strong as a pure wizard, but you are just as (if not more) versatile in your abilities. You are a talented combatant and a decent spellcaster that uses their tools as focus.

Slavov OST (Free)
You may choose to have epic of soundtracks that will accompany your adventures, all composed by a specific artist that works for Larian Studios. This music isn't distracting in any shape or form, and you can make it so that others can hear it too. During battle it will change into tone depending on the situation.

A True Adventurer (Free)
Your physical and mental abilities will increase in level (if they are not already higher) to match the level of average beginner adventurers of your chosen class. Affected stats are strength, dexterity, constitution, intelligence, wisdom and charisma. So, a wizard may find herself smarter, while a barbarian may find himself stronger and so on. Your non-primary stats will get a slight increase as well, being a little higher than mortal average for the realms. Optionally, you may influence these changes to some extent but at most a single primary stat of your choice can be peak human, while your other stats will be slightly above average for humans. If you want to, you can arrange these changes in a classic 27-point-buy system with +2 and +1 as your modifiers.

Build Guide (Free)
If you have a specific character build in mind but are worrying about how to get that 2 level hexblade warlock multiclass going within the jump period, you don't need to worry anymore. During any point and period within your stay here, you can choose the path your build will take up to 20th level. Fate itself will push you towards beings and objects, which will let you accomplish your build (within reason). Eventually. Keep in mind that this only applies to your character build and not the loot you receive. You will lose this perk once you reach 20th level.

2 Hours in Character Creation
You look like someone had spent a really long amount of time in a character creator to made you the way you look. You look 10/10 and can be described with just a single word, stunning. You look ravishing even when you are covered in gory blood and mud mixed with sh*t. You scar well too. Also, this grants you very effective endowments along with more than decent bedding skills. You haven't heard the 'Menzobarrenzan Love Trick' I assume?

Improvised Weaponry
You are great at using random objects that litter the environment around you as weapons ready for swinging and throwing. That chair over there, you can smash it on somebody's back. This salami here? It will make a good bludgeoning weapon. And this goblin I am holding up by its ankle? It is a visionary siege weapon. Each time grab something absurd like these and attempt to use it to hurt someone, you'll find that they are surprisingly easy to use and require a half of its normal the strength requirements to wield properly. Oh, and they deal double damage to people who get surprised by your choice of weapons. Only requirement for this ability is that you must have the strength to lift the target object in some capacity.

All 20s (200 CP for each purchase)
Each purchase of this perk maxes out a single bodily or mental D&D attribute of your choice to 20 cap. Discount for this perk only applies to a single purchase at a time. These stats and their maxed effects are given below:
• Wisdom: 24
Your wisdom is immense, and you have an unbreakable willpower. All of your five senses are boosted to be as the same power of upper tier specimens of the animal kingdom. Your decision-making capabilities are given a boost, and you almost always make the correct choice for yourself in an any situation, with enough available data that is. Your insight pierces through all but the most cunning lies. With your raw wisdom, Devas may come to you seeking for advice.
• Charisma: 23
Your natural presence and skill in the art of articulation exceeds that of the most ancient fey and silver-tongued devils. You wrap people around your fingers with just a couple of words and charm a whole cadre of people with a single performance. You are consummate liar too, capable of constructing complex scenarios and you are just as good at the art of persuasion and intimidation. It takes only couple minutes to break even the strongest souls just with your words and you make people doubt themselves rather than disbelieving your words. With your pure power of speechcraft, you can talk anyone into doing almost anything.

Magical Genius (200 CP) 21
Are you a chosen of Mystra may haps? Because your talent and potential for all things related to spellcasting is simply prodigious. It is asif you are one of the Weave's favorite casters. At its base this perk grants you improved talent for learning and casting any kind of spellcraft, be they divine or arcane in nature. Comprehending and deciphering long lost spell formulas or understanding completely unique arcane devices and magical effects are second nature to you.

If you are a spellcaster that prepares spells, like clerics or druids, you can double to amount of spell memorization slots you have. If you are a spontaneous caster that learn spells and always has them prepared, like bards or sorcerers, you double the number of spells you get to learn. If you are a wizard, not only you get double memorization slots, but you also get an additional spell each time you level up.

When performing a ritual or casting a spell, miscasts or accidents are guaranteed to not occur for you. You get a talent for creating new spells from scratch or modifying already existing spell formulas. Last of all while all spellcaster can scribe scrolls with time and resource investment, you only require half the time and resources needed to create those scrolls.

Bhaalspawn (300 CP) 18
'The Lord of Murder shall perish, but in his doom, he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Alaundo.' the prophecy goes. You are one of those progeny jumper (or you gained that divine spark some other way). Either way, you carry the divine blood and essence of God of Murder within your body.

First of all, your abilities, skills and powers are boosted. You become better at, generally speaking, everything. You learn skills faster, grasp intricate concepts and techniques easier and so on. At all times you are at your best, executing each action with peerless acumen. On the statistical side, this basically grants you bodily and mental prowess equivalent to person who purchased All 20s all attribute boosting options, only at a half as much efficiency (making all of your attributes around 14-15, if they aren't greater than that).

Secondly, you have broken the limits placed on your mortal body by having a little bit of god blood within your veins. Your growth cap is removed, meaning that all of your skills, physical qualities, mental prowess and any abilities you possess can be trained endlessly with no upper limit. The only limiting factor for your growth is time constraints, which are increased as this perk also grants you an extra century of two to your lifespan, which all of that will be spend in your prime. If you find a way to extend your unholy lifespan even further, maybe in time you'll be a match for gods themselves.

Finally, you gain an inborn talent and creativeness for all things related to killing and violence. If you just a put some effort into it, you could drop the jaws of the Murder Tribunal to floor with your pure displays of savagery. Killing is a second nature to you, being more of an art form rather than a tool. You can use all tools and equipment for murdering purposes. Maybe stabbing a pen through the eye? Or strangling someone with their innards perhaps? Possibilities are endless. Oh, and you take the meaning of 'If it bleeds, you can kill it' saying to its limits. If it's possible to kill a being, you are sure to find a way to do so. And if the being were to be truly unkillable, you may find a way to make them vulnerable just to you can kill them again. This even extends to beings which are conceptually unkillable. This does require quite an effort for though, and for some beings it can be damn near impossible.

Whatever you decide to with all these powers is up to your jumper. Go and slaughter your way forth in the name of your dread father... or defy your nature and use your awesome power in the name of greater good. On a final note, while you are still a child of Bhaal, he has no power over you or your blood, no more than any other god. To put you at ease, this means that he cannot just literally explode you in a shower of gore, if you were to defy him... he could send someone with a slayer form though, if you were to anger him too much. The only real power he has over you is parenting rights, and even that is a big maybe.

Orpheus' Blessing (300 CP) 15
You carry the blessing of the Mother Gith in your mind. Maybe you are a secret descendant of Orpheus, Prince of the Comet? Or you could be simply received the blessing by a pure chance as a result of a psychic storm in the Astral Plane? It matters not in the end. What matters is that you have it in your grasp. This is the ultimate weapon against the ghaik. This ability is so important even the immortal Vlaakith fears that if the bindings of long-lost prince were ever to be weakened, it could spell the ending of her tyranny over githyanki. Your mind is a profound concept of pure harmony that none can influence.

You are immune to all kinds of mental influences. Be it mind reading, mind detection, mental domination, mental corruption, mental afflictions, emotional manipulation, thought manipulation or psychic attacks. No power that is mental in nature can affect your mind unless you allow it. If someone were to make such an attempt on your mind, you could reflect it right back at the offender, if that is what you desire, causing them immense psychic backlash. This is the ultimate mental defense, feared by all ghaik. Not only that but you can extend this protection to all who is within 100 meters of you. Size of this aura slowly expands with time and practice, and in time it can reach multiple kilometers even (capped at 10 km). This also grants you the side power of sensing all minds that are not invisible to detection within your aura's range. You can not only sense them, but instantly become aware of any mental influences that is placed on them and dispel it with a single thought.

Furthermore, you a continuously in a state of pure harmony in your mind. No event can phase you; no emotion may overwhelm you and no matter how bizarre of an event occurs, you'll never get caught in surprise. You are capable of rational and unobstructed thought in all situations. Your sanity is a monument that will last ages, meaning that nothing can cause you to succumb to insanity or mental disorder. Now go forth jumper and fear not of the might of ghaik and their thralls. Your mind is a mental fortress that will never fall.

Astral Knowledge (600 CP) 9
Your tadpole must have accidently connected to an illithid hive-mind... it must have. Otherwise, nothing can explain the eternal wealth of knowledge that is deeply rooted in your mind. All of the biotechnology, psionic techniques and skills of the illithid civilization are downloaded straight into your mind. Don't worry, your mind will be capable of handling this massive data package and you each important aspect of this data package cannot be forgotten by you.

You know how to create illithid colonies, recipe of the caustic solutions that used for incubating brine pools, how to breed and raise your own illithid tadpoles, create new species that are like infamous intellect devourers, how to replicate the designs for their infamous bio- pods, restoration chambers, bio-computers and so much more. You even have a perfect blueprint for an illithid nautioloid vessel in your mind. Be careful of how you preserve this knowledge as even the illithids have long lost the knowledge to design of such ships.

Also, if you have any psychic abilities or when you possess one, you'll find that you are noticeably more talented with their use. Creating new maneuvers, improving on existing techniques and using them in an inspired ways are quite easy for you. This psychic secrets also reduce the burden these kinds of psychic abilities place on your mind by half. Now jumper you have all the necessary things to understand the Grand Design. Will you be its last remnant in history or its catalyst?

Curse to Put My Hands on Everything
When it comes to loot or simply interesting objects, you are eyes are more than capable of deciding what is worth your time and what is not. You can at will, change your perception of the world so that it highlights objects and even people of importance or value for you. It even gives them an appropriate name, but it doesn't let you know the contents of a crate or a book nor does it tell you if it's dangerous or cursed. Your attention is simply drawn to these highlighted objects or beings. It is up to you to decide whether to interact with them or not.

These Boots Have Seen Everything
Roads of the realms are long and full of perilous encounters. To your advantage though, you are no stranger to traversing these lands. Every time you embark on a journey that passes through untamed lands, you make a good time traveling, keep your belongings in good shape, equipment you carry will feel lighter, and you'll have a sixth sense for what roads to take and which paths to avoid. You can gauge weather with just one sniff, and you are good forager too. Finally, you find long stretches of travelling sequences relaxing, making it half as much of a burden on both your mind and your body. May your feet be light traveler.

Observant (200 CP) 7
Your experiences as an adventurer taught you to discern anything with just a single glance. You can focus on an object, structure or a creature within your line of sight. You'll instantly learn its name, race/type, resistances, vulnerabilities, immunities, current durability/sturdiness and also get a general overview of their most prominent abilities and features. If it is a creature, you know how strong it is in relation to you and your companions. Also, this ability grants you a danger sense that activates when an event that is capable of posing a threat to you is about to occur. You don't get any insight on the nature of the event or any hint on how to avoid it, but at the very least you'll be ready.

Wonder If the Gods Are Watching (300 CP) 4
Oh boy, they are watching... metaphorically of course. You have an absurd amount of luck, as if you are a dungeon master's favorite character and they keep fudging rolls to your advantage. Your semi-sentient luck manifests in a variety of ways, including but not limited to: enemies missing you with a lethal attack, you finding the weak spot on an opponent's armor, you stumbling upon a password a safe whose contents would benefit you greatly, finding a great artifact within a chest or even getting boons that would be of tremendous help to you. You seldom encounter bad luck and even then, it is for your benefit down the line. This doesn't only include you; it even extends to those whom you call allies.

Additionally, your plans won't be affected by any mishaps or unfortunate circ*mstances anymore. Your journey won't end just due to bad luck, only events or beings which are recognized by universe itself as a meaningful encounter for you could hope to put an end to your journey. Thing of it as a personal plot armor. Keep in mind that while this does give you a significant edge most scenarios, you are far from invulnerable. Enemies with great skill and cunning may still outmatch and overpower you. If you keep on relying on this luck to persevere constantly, at a crucial time it will leave you to fend for yourself, until you gain its favor back with your actions.

Best Part of Murder Is Getting Away with It (400 CP) 0
You are an excellent actor. Creating multiple personality with different attitudes and tracking each of them perfectly is a child's play for you. Your acting skills are through the roof and even doppelgangers should feel some jealousy towards you. When you want to shift to blame for something you have done to a scapegoat, you do so with almost unnatural skill.

But the best is that you get almost supernatural skill at creating disguises and infiltrating organizations. Your disguises cannot be revealed, even if investigated by supernatural methods. Unless confronted with an absolutely unrebukable piece of evidence, you will not give anything away both in your lies and disguises. Secondly, you gain a set of skills that puts a master spy to shame. You become deft at infiltration, gathering information, eavesdropping and similar skills. It is up to you to use this ability for good or evil.

Items

+500
TTRPG Collection (Free)
You get a collection of all the books and material that have ever been published by Wizards of the Coast in D&D 5e. It comes with a supply of endless quantities of dice of any design you want, battle maps, miniatures and other supplemental stuff. Enjoy the content!

RPG Media (Free)
You get a collection of all games published by Larian Studios with an appropriate system to play these games on. Strangely this also includes Baldur's Gate 1 & 2 even though they were made by BioWare.

Character Sheet (Free)
You get a multiple page journal that is in the format of D&D 5e character sheets that is in any style of design you want. This sheet is magical, and it displays all your stats, skills, abilities and your personal information in an easy-to-read manner. It updates with any new powers you gain over the courses of your adventure, and it even records your significant deeds. Only people you get permission can access this character sheet.

Starting Equipment (Free) You get all the starting gear appropriate for a beginner of your class of choice. A fighter may get a non-magical armor and a set of weapons of their choice, while a wizard gets an arcane focus and components along with a simple weapon. This equipment cannot be magical except spellcasting focuses. You also get a standard explorer's pack that contains some supplies that could last you for couple of days, a bag, a pouch containing a decent amount of gold, fitting traveling clothes and some camping gear like a tent and bedrolls. Consumables in this gear set are non-replenishing but your equipment will repair itself, if broken or damaged.

Keychain
This simple keychain can be attached to your belt with ease, and it weighs practically nothing. You can attach keys you own to this chain without any effort. It can't be lost, and it is fully bound to you and can't be taken from you against your will. It will magically sort itself to find anything key you need, when you need it. Any door you open or any lock you pick, has its key copied right onto your keychain, be it artificial or magical in nature. Any lock with the same mechanism you encounter from now on can be opened by this key without causing any trouble.

Additionally, you can take out a skeleton key from this keychain once per day. This skeleton key can open any non-magical lock it is inserted into without any trouble, no matter how intricate the mechanism is. If it is a magical lock it is inserted into, it doesn't open it, but it reduces the difficulty of the lock by half. After it does its job, the key rusts and disintegrates instantly. You still get the copied key to your keychain though, if you manage to open the door.

Tools of the Trade
You get a supply of thieves' tools (that contain lockpicks and pliers etc.) and trap disarming kits that replenish daily. You get a dozen each from both of them and they are stored in a small bag that can never be lost or sold. Not only that but anyone wielding these tools will find themselves having the proper skills required to effectively use them. These skills start out at the level of an experienced rogue and are only gained when you are actively wielding these tools. However, you can permanently gain these abilities, and even improve on them, if you use this tools and train with them constantly.

Scribe's Writing Utensils (Free for Magical Genius)
You get a supply of high-quality parchment papers, very rare inks and multiple feather quills that can be used for a variety of purposes at the form of a simple scholar's bag filled with supplies. These materials are replenished to full at the end of each day, if they are used for any purpose. If taken out from the bag and not used within a single day, these materials simply turn to dust. These materials are of decent quality, but all shopkeepers assume them as faulty goods, so they won't buy them from you. Main purpose of these materials are not for simple book-keeping. They are excellent materials for scribing spell scrolls and adding spells to any wizards spellbook. You can scribe dozen, or so lower level scrolls a day with these materials, while creating scrolls that contain higher leveled spells can only be done at most one or two times a day with the number of materials this item produces daily. Same goes for adding spells to spellbook.

House of the Damned (400 CP) 1
You are the proud owner of an accursed residence that seem to be located in a land of fire and smoke that very closely resembles Avernus, the First of the Nine Hells of Baator. In fact, your residence is located in Avernus. Don't worry about any devils or demons infiltrating it though, you got some protections installed.

Design and architecture of your manor is heavily inspired by Raphael's House of Hope (don't let him know) but it is up for renovations, if victorian infernal style is not to your taste. It is located in a cliff face that overlooks a ravine that littered with fiery pits and rivers. You have imps and other lesser devils in the house, working as servants. They number in dozens, and they are completely loyal and devoted to you. But you cannot take any of them out of the house.

Only people you designate can go in and out of this residence and its location is far from frontlines of the Blood War. So, no demons barging in through your front door. Only way to go in and out of this house is via portals or teleportation. Speaking of portals, you got a portal room in the house that can open up a portal to any location you are vaguely familiar with in the material plane of your current jump's main world. This doesn't allow you to appear in any indoor or private locations though.

Other facilities provided by the house are also useful (in most cases) and quite luxurious. You got multiple feasting halls and relief chambers along with lovely balconies and terraces. You have access to a private boudoir that contains a rejuvenation spring that can make you as good as new just with an hour of rest along with a shapeshifting succubus/incubus that can entertain you or your guests. An archive will be provided, if you want to display your justly earned artifacts (don't worry the archives are fully trapped in the case of intruders). Basem*nt of the manor also acts as a minor prison complex that hangs from the bottom of your house overlooking the ravine and has two spectators guarding it along with armed imps.

Finally, you get a collection of four soul pillars that contain the souls of thousands of damned (don't worry they deserve such punishment and they are mostly non-sentient at this point) that can be used to boost your powers to a ridiculous degree, when you are standing near them. If you are still worried about intruders even after having a cadre of devils and magical protections guarding your house, with just a thought you can summon semi-sentient flaming boulders that will try to immolate and crush any intruders at your behest. Oh, and any attempts at divination targeting the people in the house will simply fail, if that is your desire.

Occasionally dead or lost souls can wander into your house to make deals, if you allow them that is. You can teleport yourself and any people you like in and out of this house as many times as you want with a simple gesture. Post-jump this house will be relocated to a hell-like pocket plane, or it can be attached to your warehouse.

Moonlantern (100 CP) 0
You have in your possession a lantern that emits a pure white light in bright intensity that almost seems like the same as those of moon own light. Normally these lanterns are made by enslaving pixies and torturing them to harvest their inner light. Yours though isn't one of those out of moral concerns. Your lantern simply has a magical power source inside that achieves the same effect without violating the rights of small fey folk. Within the aura of moonlantern's light no supernatural curse or magical darkness may take hold, while already existing ones will be dispelled. This light also wards off any hostile lesser undead, like shadows or zombies. Although it can't keep away undead big leagues like vampires and liches, it will slightly weaken them and prevent them from using some of their abilities (mostly form changing and mental powers).

General Jumpchain Thread the 13th RP (2024)

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